ULTRAKILL Wiki
Advertisement

For the ranking system, see Ranking
Style is a way for the game to keep score, indicating how stylishly the player kills enemies.

Style ranks[]

Rank Color Ordinal rank Points Decay Hard Damage
regen multiplier
DESTRUCTIVE Blue First 200
CHAOTIC Green Second 300 1.25×
BRUTAL Yellow Third 400 1.5×
ANARCHIC Orange Fourth 500
SUPREME Red Fifth 700
SSADISTIC Sixth 850 2.5×
SSSHITSTORM Seventh 1000
ULTRAKILL Gold Eighth 1500 Instant

Decay[]

Every second, the style meter decays by 15 points, multiplied by the decay multiplier corresponding to the current rank listed in the table above.

Style Bonuses[]

The following lists are all of the Style Bonuses that are currently in Ultrakill.

  • Note: Some of these Bonuses give different amounts of Style Points for doing them under different circumstances, and some may turn gray and give less when overdone.

Basic Style Bonuses[]

Name Color Style Points Description
KILL White Varies
  • 30 (with any Arm or Revolver variant)
  • 45 (with any other weapon)
Kill an enemy without gibbing it or attacking its weak point.
DOUBLE KILL Orange 25 Kill 2 enemies within half a second.
TRIPLE KILL Orange 50 Kill 3 enemies within half a second.
MULTIKILL x(y) Orange 100 (per enemy killed) Kill more than 3 enemies within half a second.
FRIENDLY FIRE White 200 / 250 Make one enemy hit or kill another, or Parry an enemy's attack into another enemy or itself.
EXPLODED White 45 Kill an enemy with an explosion.
BIG KILL White Varies
  • 100 (getting the kill)
  • 125 (getting the kill with a Shotgun up close, like OVERKILL)
Kill a big enemy (including bosses).
BIG FISTKILL White 150 Kill a big enemy with a Fist (including bosses).
BIG HEADSHOT White 150 Kill a big enemy with a headshot (including bosses).
GROUND SLAM White 60 Kill an enemy with a ground slam.
AIR SLAM Blue 160 Kill an airborne enemy with a ground slam.
  • Getting this Style Bonus also gives the GROUND SLAM Style Bonus.
HEADSHOT White 80 Kill an enemy with a headshot.
HEADSHOT COMBO x(y) Blue 20 * y Land consecutive nonlethal headshots on enemies, with each additional headshot adding 20 points. Lethal headshots duplicate the current combo count, but do not add to it (glitch). Bodyshots or shots that hit the level or an object reset the counter. Missed shots that disappear into the skybox do not reset the counter. Counter resets if it is not extended by the time the previous combo's style bonus text disappears from the style list.
LIMB HIT White 60 Kill an enemy by shooting a limb.
FINISHED OFF Blue 50 Kill a burning enemy.
PARRY Green 100 Successfully perform a Parry.
CRITICAL PUNCH White 40 Kill an enemy by punching its weak point.
AIRSHOT Blue 50 Launch and kill an enemy in midair.
FIREWORKS Blue 120 Launch and explode an enemy in midair.
DISRESPECT White 60 Punch (but not kill) an enemy belonging to heavy or superheavy weight class (or Gabriel).

Weapon-Specific Style Bonuses[]

Name Color Style Points Description
PROJECTILE BOOST Green 90 Parry a Shotgun pellet into an enemy.
ARSENAL Blue 50 Kill an enemy with more than one weapon used. Weapon variations count as another weapon. Damage from certain enemies (such as friendly fire from Malicious Faces) also counts. Combo attacks (such as shooting a Core with a Revolver) do not count.
CHARGEBACK White 400 Deflect an enemy's hitscan attack, such as Malicious Face's laser, into an enemy with a Coin.
RICOSHOT x(y) Blue 50 + (y * 15) Ricochet any Revolver shot (including Slab Revolvers) off of one or more Coins. With all RICOSHOT Style Bonus calculations, the game multiplies the total number of coins ricocheted (or more accurately the power of the final coin shot due to factors like Coin Punching and Deadcoining) and multiplies it by 15.
ULTRARICOSHOT x(y) Orange+Blue 100 + (y * 15) Chain a hitscan projectile other than the Revolver's primary fire off of one or more Coins. Reflected enemy hitscan attacks also count.
GROOVY White 60-100 (?) Kill an enemy with the Sawed-on's revving chainsaw.
NO-NO White 60 (?) Kill an enemy with the Sawed-on's chainsaw launch.
RE-NO-NO White 60 (?) Kill an enemy with a launched chainsaw from the Sawed-on that has been parried with the Feedbacker atleast once.
UNCHAINEDSAW White 120 (?) Kill an enemy with a launched chainsaw from the Sawed-on that has been detatched with the Knuckleblaster.
JUGGLE Blue 35 (?) "Juggle" or, hit an enemy mid-air with explosives.
CONDUCTOR Blue 1-90 (1 Style Point per nail up to 90 nails) Shock an enemy filled with Nails using the Jumpstart Nailgun or Electric Railcannon.
BIPOLAR Blue 120 Kill an enemy with Nails orbiting between 2 magnets.
ATTRAPTOR Blue 60 Kill an enemy with Nails clustered around a magnet.
NAILBOMBED Gray 10 Hurt an enemy either with Nails by exploding a magnet or with a sawblades punched out of its orbit around a magnet.
NAILBOMBED White 120 Kill an enemy either with Nails by exploding a magnet or with a sawblades punched out of its orbit around a magnet.
QUICKDRAW Blue 50 Shoot an enemy immediately after switching to the Revolver or Shotgun.
OVERKILL White 100 Kill a small enemy with a point-blank Shotgun or Jackhammer blast.
FISTFUL OF DOLLAR Blue 50 Parry a Coin into an enemy.
CATAPULTED Blue
  • 120 when the death is due to being splattered on the ground
  • 240 when death is due to being flung into a kill volume (+FALL)
Have a magnet kill an enemy filled with nails by flinging them into the ground.
CANNONBALLED White 50 Kill an enemy using the S.R.S. Cannon's alt fire, parry the Virtue's orb after its carrier dies into an enemy, parry the Insurrectionist's Malicious Face back into it and kill it, or parry a Drone into Malicious Face and kill it.
CANNONBOOST Green 100 Kill an enemy with a feedbacker-boosted S.R.S. Cannon cannonball.
DUNKED Green 300 Kill an enemy through punching a S.R.S. Cannon cannonball that has already hit an enemy.
HALF OFF Blue 50 Slice an enemy in half with the Sawblade Launcher, possible on fodder Husks (Filth, Strays, Schisms, and Soldiers) via a lethal sawblade hit to the torso.
COMPRESSED White 0-50 Enemy corpse is crushed by a collapsing black hole from the Black Hole Cannon in the Developer Museum.
Why are you even using this weapon White ? Kill a spawned enemy with the Black Hole Cannon in the Developer Museum.
SCREWED White 75 (?) Kill an enemy with the Screwdriver Railcannon.
CORKSCREW BLOW Green 200 (?) Parry a Screwdriver.
GIGA DRILL BREAK Green 170 (?) Kill an enemy by parrying an attached Screwdriver.
BLUNT FORCE White 50 Kill an enemy with a low speed Jackhammer impact.
HEAVY HITTER White 80 Kill an enemy with a medium speed Jackhammer impact.
BLASTING AWAY White 100 Hit an enemy with a full speed Jackhammer impact.
FULL IMPACT White 175 Kill an enemy with a full speed Jackhammer impact.

Enemy-Specific Style Bonuses[]

Name Color Style Points Description
INSTAKILL Green 200 Shoot a Streetcleaner's explosive tank.
GUARD BREAK Green 100 Destroy Gutterman's shield with the Knuckleblaster, a parried Landmine, or the Jackhammer.
HOMERUN White 100 Kill a Drone, a Virtue, or the Mysterious Druid Knight (& Owl) with a punch immediately after using the Whiplash on it.
MAURICED White 80 Kill an enemy by crushing them with the falling corpse of a Malicious Face. Killing an enemy with the Malicious Face-shaped rolling boulder in 4-S also gives this bonus.
PANCAKED White 200 Kill an enemy by crushing them with the falling corpse of a Gutterman.
SLIPPED White 125 Make a Guttertank kill themselves by dodging their punch.
ICONOCLASM White 100 Destroy an Idol with a Feedbacker punch, Knuckleblaster punch, Knuckleblaster shockwave, Jackhammer punch, Screwdriver Parry or ground slam.
SERVED Blue 75 Parry a Landmine into an enemy.
LANDYOURS Green 150 Parry a Landmine into the Guttertank (or Big Johninator) that placed it.
ROCKET RETURN Blue 100 Make a Guttertank's or 1000-THR Defense System's rocket hit itself without riding on it.
ROUND TRIP Green 300 Ride a Guttertank's rocket back into itself (without the Whiplash).
STRIKE! Blue 100 Launch a dying Mindflayer directly into an enemy by using the Knuckleblaster.
ENRAGED Red 250 Enrage an enemy.
INTERRUPTION Green 100 Shoot an enemy's projectile just before they fire it.
TIME OUT Green 60 Shoot a Cannonball into a falling Insurrectionist
RIDE THE LIGHTNING Green 680 Reflect Ferryman's lightning attack with a Coin.

Boss-Specific Style Bonuses[]

Name Color Style Points Description
DOWN TO SIZE Blue 500 Parry The Corpse of King Minos' punch.
COUNTERRICOSHOT x(y) Red+Blue 100 + (y * 15) Ricochet the Revolver's primary fire off of one or more Coins with at least one coin in a red counter state from V2's revolver shots.
ULTRACOUNTERRICOSHOT x(y) Orange+Red+Blue 150 + (y * 15) Ricochet a hitscan projectile other than the Revolver's primary fire off of one or more Coins with at least one coin in a red counter state from V2's revolver shots.
TRAMPLED White 80 Make an enemy get crushed by a Minotaur.
M.A.D. White 80 Kill an Earthmover or any other enemy by letting the timer run all the way down.

Environmental Style Bonuses[]

Name Color Style Points Description
FRIED White 20 Make an enemy burn to death.
OUT OF BOUNDS Gray 20 Make an enemy's corpse fall out of the level.
OUT OF BOUNDS White 100 Make an enemy fall out of the level
SHREDDED Gray 20 Shred an enemy's corpse with a fan or other shredding hazards.
SHREDDED White 80 Shred an enemy or its corpse with a fan or other shredding hazards.
MINCED Gray 20 Mince an enemy's corpse with a grinder or a similar hazard.
MINCED White 80 Mince an enemy with a grinder or a similar hazard.
CRUSHED Gray 20 Crush an enemy's corpse with a crusher or a similar hazard.
CRUSHED White 80 Crush an enemy with a crusher or a similar hazard.
FALL Gray 20 Make an enemy's corpse fall into a bottomless pit or void.
FALL White 80 Make an enemy fall into a bottomless pit or void.
SPLATTERED White 100 Make an enemy die of fall damage.
ZAPPED White 80 Have an enemy fall into a kill plane in the Cyber Grind.
TRASHED White Unknown Have an enemy fall into the bottomless pits in [ 7-S: HELL BATH NO FURY ]
ROADKILL White 80 Make an enemy fall onto train tracks.
BOILED Gray 20 Make an enemy's corpse fall into the Phlegethon (AKA the boiling blood river) in [ 7-2: LIGHT UP THE NIGHT ]
BOILED White 80 Make an enemy or its corpse fall into the Phlegethon (AKA the boiling blood river) in [ 7-2: LIGHT UP THE NIGHT ]
FOR THEE Gray 20 Make an enemy's corpse get crushed by the falling watchtower in [ 7-2: LIGHT UP THE NIGHT ]
FOR THEE White 80 Make an enemy get crushed by the falling watchtower in [ 7-2: LIGHT UP THE NIGHT ]
LOST Gray 20 Drop an enemy's corpse deep into the Wood of the Suicides in [ 7-3: NO SOUND, NO MEMORY]
LOST White 80 Drop an enemy deep into the Wood of the Suicides in [ 7-3: NO SOUND, NO MEMORY]
LONG WAY DOWN Gray 20 Drop an enemy's corpse off the Earthmover in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ]
LONG WAY DOWN White 80 Kill an enemy by making them fall off the Earthmover in [ 7-4: ...LIKE ANTENNAS TO HEAVEN ]
SCRONGLED Gray 20 Dropping an enemy's corpse into the red substance found in the blue pedestal room after the first room in [ P-2: WAIT OF THE WORLD ]
SCRONGLED White 80 Killing enemies with the red substance found in the blue pedestal room after the first room in [ P-2: WAIT OF THE WORLD ]
ENVIROKILL Gray 20 Dropping an enemy's corpse into the red substance found in the liquid tunnel in [ P-2: WAIT OF THE WORLD ]. This bonus was also used in earlier versions of the game before hazard-specific environmental kill bonuses replaced it.[1]
ENVIROKILL White 80 Killing an enemy with the red substance found in the liquid tunnel in [ P-2: WAIT OF THE WORLD ]. This bonus was also used in earlier versions of the game before hazard-specific environmental kill bonuses replaced it.[1]
SCRONGBONGLED Gray 20 Dropping an enemy's corpse into the red substance found at the bottom of the elevator in the inner sanctum in [ P-2: WAIT OF THE WORLD ]. Under normal circumstances no enemy should be capable of reaching the pool, as they should all have been killed to progress through the level. However, by loading an earlier checkpoint in the level after grabbing the blue skull, it is possible to un-kill enemies in the level, notably the Mindflayers, which can teleport into the substance.
SCRONGBONGLED White 80 Killing an enemy with the red substance found at the bottom of the elevator in the inner sanctum in [ P-2: WAIT OF THE WORLD ]. Under normal circumstances no enemy should be capable of reaching the pool, as they should all have been killed to progress through the level. However, by loading an earlier checkpoint in the level after grabbing the blue skull, it is possible to un-kill enemies in the level, notably the Mindflayers, which can teleport into the substance.
SCRINDONGULODED Gray 20 Dropping an enemy's corpse into the red substance found in the shortcut in [ P-2: WAIT OF THE WORLD ]
SCRINDONGULODED White 80 Killing an enemy with the red substance found in the shortcut in [ P-2: WAIT OF THE WORLD ]
why are you even spawning enemies here Gray 20 A unique style bonus only available in [ 5-4: LEVIATHAN ] when a spawned enemy's corpse falls into the underwater abyss.
why are you even spawning enemies here White 80 A unique style bonus only available in [ 5-4: LEVIATHAN ] when a spawned enemy falls into the underwater abyss.
SECRET Blue 0 Collect a Soul Orb that has not been previously collected on the current save file (typically when said soul orb is solid in color). Purely a cosmetic style bonus, does not grant any style points nor extend the style rank timer.

Chess Style Bonuses[]

Name Color Style Points Description
PAWN CAPTURE White ? Capture a pawn piece in the chess game in the Developer Museum.
ROOK CAPTURE Orange ? Capture a rook piece in the chess game in the Developer Museum.
KNIGHT CAPTURE Green ? Capture a knight piece in the chess game in the Developer Museum.
BISHOP CAPTURE Green ? Capture a bishop piece in the chess game in the Developer Museum.
QUEEN CAPTURE Red ? Capture a queen piece in the chess game in the Developer Museum.
KNIGHT PROMOTION Green ? Promote a pawn into a knight in the chess game in the Developer Museum.
ROOK PROMOTION Green ? Promote a pawn into a rook in the chess game in the Developer Museum.
BISHOP PROMOTION Green ? Promote a pawn into a bishop in the chess game in the Developer Museum.
QUEEN PROMOTION Green ? Promote a pawn into a queen in the chess game in the Developer Museum.
CASTLED Blue ? Perform a castle in the chess game in the Developer Museum.
EN PASSANT Blue ? Perform an en passant in the chess game in the Developer Museum.
ULTRAVICTORY Red ? Win against a bot in the chess game in the Developer Museum.
WHITE VICTORY Blue ? Win as a white side in the chess game in the Developer Museum.
BLACK VICTORY Blue ? Win as a black side in the chess game in the Developer Museum.
BONGCLOUD Orange ? Perform a bongcloud opening[2] in the chess game in the Developer Museum.
FOOLS MATE Red ? Perform a fool's mate in the chess game in the Developer Museum.


Modifiers[]

Multiplier[]

Rapidly increases by remaining airborne or sliding for a certain amount of time, this includes the rocket surf time and Whiplash's airtime when pulling yourself towards the enemy or vice versa; maximum of x3.00. Changes color from white to orange to red as it increases from x1.00 to x2.00 to x3.00. Multiplier is rapidly lost after touching the ground. Landing on an enemy counts towards touching the ground. Sliding on slopes or clinging on walls counts as airtime.

Weapon Freshness[]

Weapon freshness has 4 states for determining the current weapon's style point multiplier: Fresh (1.5x), Used (1x), Stale (0.5x) and Dull (0x). The decrease in multiplier is based on style actions: the more style is built up, the lower the multiplier will be. The multiplier for a weapon regenerates by using other weapons, or slowly over time while the gun is unequipped. To maintain a high weapon freshness, it is advised to switch weapons frequently.

When the player has only a single gun equipped, the freshness will not fall below "Fresh", if two, it will not go lower than "Used" and if three, it will not go lower than "Stale". Number of arms equipped will not affect the freshness threshold.

Style Penalty[]

Taking damage will immediately drop you down to the previous style rank, then deduct style points, calculated as Damage x 5. This penalty is not affected by difficulty.

Thus, taking 25 damage deducts 125 points, while 50 damage deducts 250. While environmental damage will deduct points, self-inflicted damage will not.

Bosses[]

Any form of damage which results in style points is multiplied by 1.5 times if that damage was dealt to a Boss (i.e. an enemy which has a Boss Bar).

Gallery[]

References[]

Advertisement